ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/time.C
(Generate patch)

Comparing deliantra/server/server/time.C (file contents):
Revision 1.19 by root, Mon Dec 18 03:00:02 2006 UTC vs.
Revision 1.46 by root, Sat Apr 28 21:34:38 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* 25/*
25 * Routines that is executed from objects based on their speed have been 26 * Routines that is executed from objects based on their speed have been
26 * collected in this file. 27 * collected in this file.
27 */ 28 */
28
29#include <global.h> 29#include <global.h>
30#include <spells.h> 30#include <spells.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 31#include <sproto.h>
33#endif
34 32
35/* The following removes doors. The functions check to see if similar 33/* The following removes doors. The functions check to see if similar
36 * doors are next to the one that is being removed, and if so, set it 34 * doors are next to the one that is being removed, and if so, set it
37 * so those will be removed shortly (in a cascade like fashion.) 35 * so those will be removed shortly (in a cascade like fashion.)
38 */ 36 */
39
40void 37void
41remove_door (object *op) 38remove_door (object *op)
42{ 39{
43 int i; 40 int i;
44 object *tmp; 41 object *tmp;
45 42
46 for (i = 1; i < 9; i += 2) 43 for (i = 1; i < 9; i += 2)
47 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL) 44 if ((tmp = present (DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i])) != NULL)
48 { 45 {
49 tmp->speed = 0.1; 46 tmp->set_speed (0.1);
50 update_ob_speed (tmp);
51 tmp->speed_left = -0.2; 47 tmp->speed_left = -0.2;
52 } 48 }
53 49
54 if (op->other_arch) 50 if (op->other_arch)
55 { 51 {
73 for (i = 1; i < 9; i += 2) 69 for (i = 1; i < 9; i += 2)
74 { 70 {
75 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]); 71 tmp = present (LOCKED_DOOR, op->map, op->x + freearr_x[i], op->y + freearr_y[i]);
76 if (tmp && tmp->slaying == op->slaying) 72 if (tmp && tmp->slaying == op->slaying)
77 { /* same key both doors */ 73 { /* same key both doors */
78 tmp->speed = 0.1; 74 tmp->set_speed (0.1);
79 update_ob_speed (tmp);
80 tmp->speed_left = -0.2; 75 tmp->speed_left = -0.2;
81 } 76 }
82 } 77 }
78
83 if (op->other_arch) 79 if (op->other_arch)
84 { 80 {
85 tmp = arch_to_object (op->other_arch); 81 tmp = arch_to_object (op->other_arch);
86 tmp->x = op->x; 82 tmp->x = op->x;
87 tmp->y = op->y; 83 tmp->y = op->y;
91 } 87 }
92 88
93 op->destroy (); 89 op->destroy ();
94} 90}
95 91
96/* Will generate a monster according to content
97 * of generator.
98 */
99void 92void
100generate_monster_inv (object *gen) 93generate_monster (object *gen)
101{ 94{
102 int i;
103 object *op, *head = NULL;
104
105 int qty = 0;
106
107 /* Code below assumes the generator is on a map, as it tries
108 * to place the monster on the map. So if the generator
109 * isn't on a map, complain and exit.
110 */
111 if (gen->map == NULL) 95 if (!gen->map)
112 {
113 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
114 return;
115 }
116 /*First count numer of objects in inv */
117 for (op = gen->inv; op; op = op->below)
118 qty++;
119 if (!qty)
120 {
121 LOG (llevError, "Generator (%s) has no inventory in generate_monster_inv?\n", &gen->name);
122 return; /*No inventory */
123 }
124 qty = rndm (0, qty - 1);
125 for (op = gen->inv; qty; qty--)
126 op = op->below;
127 i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
128 if (i == -1)
129 return; 96 return;
130 head = object_create_clone (op);
131 CLEAR_FLAG (head, FLAG_IS_A_TEMPLATE);
132 unflag_inv (head, FLAG_IS_A_TEMPLATE);
133 if (rndm (0, 9))
134 generate_artifact (head, gen->map->difficulty);
135 insert_ob_in_map_at (head, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]);
136 if (QUERY_FLAG (head, FLAG_FREED))
137 return;
138 if (head->has_random_items ())
139 create_treasure (head->randomitems, head, GT_APPLY, gen->map->difficulty, 0);
140}
141
142void
143generate_monster_arch (object *gen)
144{
145 int i;
146 object *op, *head = NULL, *prev = NULL;
147 archetype *at = gen->other_arch;
148
149 if (gen->other_arch == NULL)
150 {
151 //LOG(llevError,"Generator without other_arch: %s\n",gen->name);
152 return;
153 }
154 /* Code below assumes the generator is on a map, as it tries
155 * to place the monster on the map. So if the generator
156 * isn't on a map, complain and exit.
157 */
158 if (gen->map == NULL)
159 {
160 //LOG(llevError,"Generator (%s) not on a map?\n", gen->name);
161 return;
162 }
163 i = find_free_spot (&at->clone, gen->map, gen->x, gen->y, 1, 9);
164 if (i == -1)
165 return;
166 while (at != NULL)
167 {
168 op = arch_to_object (at);
169 op->x = gen->x + freearr_x[i] + at->clone.x;
170 op->y = gen->y + freearr_y[i] + at->clone.y;
171
172 if (head != NULL)
173 op->head = head, prev->more = op;
174
175 if (rndm (0, 9))
176 generate_artifact (op, gen->map->difficulty);
177 insert_ob_in_map (op, gen->map, gen, 0);
178 if (QUERY_FLAG (op, FLAG_FREED))
179 return;
180 if (op->has_random_items ())
181 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty, 0);
182 if (head == NULL)
183 head = op;
184 prev = op;
185 at = at->more;
186 }
187}
188
189void
190generate_monster (object *gen)
191{
192 97
193 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1)) 98 if (GENERATE_SPEED (gen) && rndm (0, GENERATE_SPEED (gen) - 1))
194 return; 99 return;
100
101 object *op;
102
195 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN)) 103 if (QUERY_FLAG (gen, FLAG_CONTENT_ON_GEN))
196 generate_monster_inv (gen); 104 {
105 // either copy one item form the inventory...
106 if (!gen->inv)
107 return;
108
109 // first select one item from the inventory
110 int index = 0;
111 for (object *tmp = gen->inv; tmp; tmp = tmp->below)
112 if (!rndm (++index))
113 op = tmp;
114
115 op = object_create_clone (op);
116
117 CLEAR_FLAG (op, FLAG_IS_A_TEMPLATE);
118 unflag_inv (op, FLAG_IS_A_TEMPLATE);
119 }
197 else 120 else
198 generate_monster_arch (gen); 121 {
122 // ...or use other_arch
123 if (archetype *at = gen->other_arch)
124 op = arch_to_object (at);
125 else
126 return;
127 }
199 128
129 op->expand_tail ();
130
131 int i = find_free_spot (op, gen->map, gen->x, gen->y, 1, 9);
132 if (i >= 0)
133 {
134 if (insert_ob_in_map_at (op, gen->map, gen, 0, gen->x + freearr_x[i], gen->y + freearr_y[i]))
135 {
136 if (rndm (0, 9))
137 generate_artifact (op, gen->map->difficulty);
138
139 if (op->has_random_items ())
140 create_treasure (op->randomitems, op, GT_APPLY, gen->map->difficulty);
141
142 return;
143 }
144 }
145
146 op->destroy ();
200} 147}
201 148
202void 149void
203remove_force (object *op) 150remove_force (object *op)
204{ 151{
205 if (--op->duration > 0) 152 if (--op->duration > 0)
206 return; 153 return;
207 154
155 if (op->env)
208 switch (op->subtype) 156 switch (op->subtype)
209 { 157 {
210 case FORCE_CONFUSION: 158 case FORCE_CONFUSION:
211 if (op->env != NULL)
212 {
213 CLEAR_FLAG (op->env, FLAG_CONFUSED); 159 CLEAR_FLAG (op->env, FLAG_CONFUSED);
214 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n"); 160 new_draw_info (NDI_UNIQUE, 0, op->env, "You regain your senses.\n");
215 }
216 161
217 default: 162 default:
218 if (op->env != NULL)
219 {
220 CLEAR_FLAG (op, FLAG_APPLIED); 163 CLEAR_FLAG (op, FLAG_APPLIED);
221 change_abil (op->env, op); 164 change_abil (op->env, op);
222 fix_player (op->env); 165 op->env->update_stats ();
223 }
224 } 166 }
225 167
226 op->destroy (); 168 op->destroy ();
227} 169}
228 170
229void 171void
232 if (--op->stats.food > 0) 174 if (--op->stats.food > 0)
233 return; 175 return;
234 176
235 CLEAR_FLAG (op, FLAG_APPLIED); 177 CLEAR_FLAG (op, FLAG_APPLIED);
236 178
237 if (op->env != NULL) 179 if (op->env)
238 { 180 {
239 change_abil (op->env, op); 181 change_abil (op->env, op);
240 fix_player (op->env); 182 op->env->update_stats ();
241 } 183 }
242 184
243 op->destroy (); 185 op->destroy ();
244} 186}
245 187
252 return; 194 return;
253 } 195 }
254 196
255 if (op->stats.food == 1) 197 if (op->stats.food == 1)
256 { 198 {
257 /* need to remove the object before fix_player is called, else fix_player 199 /* need to unapply the object before update_stats is called, else fix_player
258 * will not do anything. 200 * will not do anything.
259 */ 201 */
260 if (op->env->type == PLAYER) 202 if (op->env->type == PLAYER)
261 { 203 {
262 CLEAR_FLAG (op, FLAG_APPLIED); 204 CLEAR_FLAG (op, FLAG_APPLIED);
263 fix_player (op->env); 205 op->env->update_stats ();
264 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now."); 206 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel much better now.");
265 } 207 }
266 208
267 op->destroy (); 209 op->destroy ();
268 return; 210 return;
271 if (op->env->type == PLAYER) 213 if (op->env->type == PLAYER)
272 { 214 {
273 op->env->stats.food--; 215 op->env->stats.food--;
274 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick..."); 216 new_draw_info (NDI_UNIQUE, 0, op->env, "You feel very sick...");
275 } 217 }
218
276 (void) hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1); 219 hit_player (op->env, op->stats.dam, op, AT_INTERNAL, 1);
277} 220}
278 221
279 222
280void 223void
281move_gate (object *op) 224move_gate (object *op)
282{ /* 1 = going down, 0 = goind up */ 225{ /* 1 = going down, 0 = going up */
283 object *tmp; 226 object *tmp;
284 227
285 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op)) 228 if (op->stats.wc < 0 || (int) op->stats.wc >= NUM_ANIMATIONS (op))
286 { 229 {
287 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op)); 230 LOG (llevError, "Gate error: animation was %d, max=%d\n", op->stats.wc, NUM_ANIMATIONS (op));
295 { /* Reached bottom, let's stop */ 238 { /* Reached bottom, let's stop */
296 op->stats.wc = 0; 239 op->stats.wc = 0;
297 if (op->arch->clone.speed) 240 if (op->arch->clone.speed)
298 op->value = 0; 241 op->value = 0;
299 else 242 else
300 {
301 op->speed = 0; 243 op->set_speed (0);
302 update_ob_speed (op);
303 } 244 }
304 } 245
305 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1)) 246 if ((int) op->stats.wc < (NUM_ANIMATIONS (op) / 2 + 1))
306 { 247 {
307 op->move_block = 0; 248 op->move_block = 0;
308 CLEAR_FLAG (op, FLAG_BLOCKSVIEW); 249 CLEAR_FLAG (op, FLAG_BLOCKSVIEW);
309 update_all_los (op->map, op->x, op->y); 250 update_all_los (op->map, op->x, op->y);
310 } 251 }
252
311 SET_ANIMATION (op, op->stats.wc); 253 SET_ANIMATION (op, op->stats.wc);
312 update_object (op, UP_OBJ_CHANGE); 254 update_object (op, UP_OBJ_CHANGE);
313 return; 255 return;
314 } 256 }
315 257
332 if (tmp == NULL) 274 if (tmp == NULL)
333 { 275 {
334 if (op->arch->clone.speed) 276 if (op->arch->clone.speed)
335 op->value = 1; 277 op->value = 1;
336 else 278 else
337 {
338 op->speed = 0; 279 op->set_speed (0);
339 update_ob_speed (op); /* Reached top, let's stop */ 280
340 }
341 return; 281 return;
342 } 282 }
343 } 283 }
344 284
345 if (op->stats.food) 285 if (op->stats.food)
362 */ 302 */
363 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2) 303 if ((int) op->stats.wc >= NUM_ANIMATIONS (op) / 2)
364 { 304 {
365 /* Halfway or further, check blocks */ 305 /* Halfway or further, check blocks */
366 /* First, get the top object on the square. */ 306 /* First, get the top object on the square. */
367 for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above); 307 for (tmp = op->above; tmp && tmp->above; tmp = tmp->above)
308 ;
368 309
369 if (tmp != NULL) 310 if (tmp)
370 { 311 {
371 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE))
372 { 313 {
373 hit_player (tmp, random_roll (1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); 314 hit_player (tmp, random_roll (0, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1);
315
374 if (tmp->type == PLAYER) 316 if (tmp->type == PLAYER)
375 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name); 317 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are crushed by the %s!", &op->name);
376 } 318 }
377 else 319 else
378 /* If the object is not alive, and the object either can 320 /* If the object is not alive, and the object either can
436 } 378 }
437 if (--op->stats.hp <= 0) 379 if (--op->stats.hp <= 0)
438 { /* keep gate down */ 380 { /* keep gate down */
439 move_gate (op); 381 move_gate (op);
440 if (op->value != v) 382 if (op->value != v)
441 { /* ready ? */
442 op->speed = 0; 383 op->set_speed (0);
443 update_ob_speed (op);
444 }
445 } 384 }
446} 385}
447 386
448/* slaying: name of the thing the detector is to look for 387/* slaying: name of the thing the detector is to look for
449 * speed: frequency of 'glances' 388 * speed: frequency of 'glances'
459 int last = op->value; 398 int last = op->value;
460 int detected; 399 int detected;
461 400
462 detected = 0; 401 detected = 0;
463 402
464 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above) 403 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && !detected; tmp = tmp->above)
465 { 404 {
466 object *tmp2; 405 object *tmp2;
467 406
468 if (op->stats.hp) 407 if (op->stats.hp)
469 { 408 {
470 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 409 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
471 { 410 {
472 if (op->slaying && !strcmp (op->slaying, tmp->name)) 411 if (op->slaying && op->slaying == tmp->name)
473 detected = 1; 412 detected = 1;
413
474 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 414 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
475 detected = 1; 415 detected = 1;
476 } 416 }
477 } 417 }
418
478 if (op->slaying && !strcmp (op->slaying, tmp->name)) 419 if (op->slaying && op->slaying == tmp->name)
479 {
480 detected = 1; 420 detected = 1;
481 }
482 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) 421 else if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying)
483 detected = 1; 422 detected = 1;
484 } 423 }
485 424
486 /* the detector sets the button if detection is found */ 425 /* the detector sets the button if detection is found */
536 if (op->value) 475 if (op->value)
537 { /* We're opening */ 476 { /* We're opening */
538 if (--op->stats.wc <= 0) 477 if (--op->stats.wc <= 0)
539 { /* Opened, let's stop */ 478 { /* Opened, let's stop */
540 op->stats.wc = 0; 479 op->stats.wc = 0;
541 op->speed = 0; 480 op->set_speed (0);
542 update_ob_speed (op);
543 481
544 /* Hard coding this makes sense for holes I suppose */ 482 /* Hard coding this makes sense for holes I suppose */
545 op->move_on = MOVE_WALK; 483 op->move_on = MOVE_WALK;
546 for (tmp = op->above; tmp != NULL; tmp = next) 484 for (tmp = op->above; tmp != NULL; tmp = next)
547 { 485 {
548 next = tmp->above; 486 next = tmp->above;
549 move_apply (op, tmp, tmp); 487 move_apply (op, tmp, tmp);
550 } 488 }
551 } 489 }
490
552 SET_ANIMATION (op, op->stats.wc); 491 SET_ANIMATION (op, op->stats.wc);
553 update_object (op, UP_OBJ_FACE); 492 update_object (op, UP_OBJ_FACE);
554 return; 493 return;
555 } 494 }
556 /* We're closing */ 495 /* We're closing */
557 op->move_on = 0; 496 op->move_on = 0;
558 497
559 op->stats.wc++; 498 op->stats.wc++;
560 if ((int) op->stats.wc >= NUM_ANIMATIONS (op)) 499 if ((int) op->stats.wc >= NUM_ANIMATIONS (op))
561 op->stats.wc = NUM_ANIMATIONS (op) - 1; 500 op->stats.wc = NUM_ANIMATIONS (op) - 1;
501
562 SET_ANIMATION (op, op->stats.wc); 502 SET_ANIMATION (op, op->stats.wc);
563 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
564 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1)) 504 if ((unsigned char) op->stats.wc == (NUM_ANIMATIONS (op) - 1))
565 {
566 op->speed = 0;
567 update_ob_speed (op); /* closed, let's stop */ 505 op->set_speed (0); /* closed, let's stop */
568 return;
569 }
570} 506}
571 507
572 508
573/* stop_item() returns a pointer to the stopped object. The stopped object 509/* stop_item() returns a pointer to the stopped object. The stopped object
574 * may or may not have been removed from maps or inventories. It will not 510 * may or may not have been removed from maps or inventories. It will not
600 op->destroy (); 536 op->destroy ();
601 return payload; 537 return payload;
602 } 538 }
603 539
604 case ARROW: 540 case ARROW:
605 if (op->speed >= MIN_ACTIVE_SPEED) 541 if (op->has_active_speed ())
606 op = fix_stopped_arrow (op); 542 op = fix_stopped_arrow (op);
607 return op; 543 return op;
608 544
609 default: 545 default:
610 return op; 546 return op;
619void 555void
620fix_stopped_item (object *op, maptile *map, object *originator) 556fix_stopped_item (object *op, maptile *map, object *originator)
621{ 557{
622 if (map == NULL) 558 if (map == NULL)
623 return; 559 return;
560
624 if (QUERY_FLAG (op, FLAG_REMOVED)) 561 if (QUERY_FLAG (op, FLAG_REMOVED))
625 insert_ob_in_map (op, map, originator, 0); 562 insert_ob_in_map (op, map, originator, 0);
626 else if (op->type == ARROW) 563 else if (op->type == ARROW)
627 merge_ob (op, NULL); /* only some arrows actually need this */ 564 merge_ob (op, NULL); /* only some arrows actually need this */
628} 565}
629 566
630
631object * 567object *
632fix_stopped_arrow (object *op) 568fix_stopped_arrow (object *op)
633{ 569{
634 if (rndm (0, 99) < op->stats.food) 570 if (rndm (0, 99) < op->stats.food)
635 { 571 {
636 /* Small chance of breaking */ 572 /* Small chance of breaking */
637 op->destroy (); 573 op->destroy ();
638 return NULL; 574 return NULL;
639 } 575 }
640 576
577 op->set_speed (0);
641 op->direction = 0; 578 op->direction = 0;
642 op->move_on = 0; 579 op->move_on = 0;
643 op->move_type = 0; 580 op->move_type = 0;
644 op->speed = 0;
645 update_ob_speed (op);
646 op->stats.wc = op->stats.sp; 581 op->stats.wc = op->stats.sp;
647 op->stats.dam = op->stats.hp; 582 op->stats.dam = op->stats.hp;
648 op->attacktype = op->stats.grace; 583 op->attacktype = op->stats.grace;
649 op->slaying = 0; 584 op->slaying = 0;
650 op->skill = 0; 585 op->skill = 0;
664 op->stats.hp = 0; 599 op->stats.hp = 0;
665 op->stats.grace = 0; 600 op->stats.grace = 0;
666 op->level = 0; 601 op->level = 0;
667 op->face = op->arch->clone.face; 602 op->face = op->arch->clone.face;
668 op->owner = NULL; /* So that stopped arrows will be saved */ 603 op->owner = NULL; /* So that stopped arrows will be saved */
669 update_object (op, UP_OBJ_FACE); 604 update_object (op, UP_OBJ_CHANGE);
670 return op; 605 return op;
671} 606}
672 607
673/* stop_arrow() - what to do when a non-living flying object 608/* stop_arrow() - what to do when a non-living flying object
674 * has to stop. Sept 96 - I added in thrown object code in 609 * has to stop. Sept 96 - I added in thrown object code in
675 * here too. -b.t. 610 * here too. -b.t.
676 * 611 *
677 * Returns a pointer to the stopped object (which will have been removed 612 * Returns a pointer to the stopped object (which will have been removed
678 * from maps or inventories), or NULL if was destroyed. 613 * from maps or inventories), or NULL if was destroyed.
679 */ 614 */
680
681static void 615static void
682stop_arrow (object *op) 616stop_arrow (object *op)
683{ 617{
684 if (INVOKE_OBJECT (STOP, op)) 618 if (INVOKE_OBJECT (STOP, op))
685 return; 619 return;
701 } 635 }
702} 636}
703 637
704/* Move an arrow along its course. op is the arrow or thrown object. 638/* Move an arrow along its course. op is the arrow or thrown object.
705 */ 639 */
706
707void 640void
708move_arrow (object *op) 641move_arrow (object *op)
709{ 642{
710 object *tmp; 643 object *tmp;
711 sint16 new_x, new_y; 644 sint16 new_x, new_y;
766 } 699 }
767 700
768 /* only need to look for living creatures if this flag is set */ 701 /* only need to look for living creatures if this flag is set */
769 if (mflags & P_IS_ALIVE) 702 if (mflags & P_IS_ALIVE)
770 { 703 {
771 for (tmp = get_map_ob (m, new_x, new_y); tmp != NULL; tmp = tmp->above) 704 for (tmp = GET_MAP_OB (m, new_x, new_y); tmp != NULL; tmp = tmp->above)
772 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 705 if (QUERY_FLAG (tmp, FLAG_ALIVE))
773 break; 706 break;
774 707
775 /* Not really fair, but don't let monsters hit themselves with 708 /* Not really fair, but don't let monsters hit themselves with
776 * their own arrow - this can be because they fire it then 709 * their own arrow - this can be because they fire it then
782 * as below. (Note that for living creatures there is a small 715 * as below. (Note that for living creatures there is a small
783 * chance that reflect_missile fails.) 716 * chance that reflect_missile fails.)
784 */ 717 */
785 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10)) 718 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE) && (rndm (0, 99)) < (90 - op->level / 10))
786 { 719 {
787 int number = op->face->number; 720 int number = op->face;
788 721
789 op->direction = absdir (op->direction + 4); 722 op->direction = absdir (op->direction + 4);
790 op->state = 0; 723 update_turn_face (op);
791
792 if (GET_ANIM_ID (op))
793 {
794 number += 4;
795
796 if (number > GET_ANIMATION (op, 8))
797 number -= 8;
798
799 op->face = &new_faces[number];
800 }
801
802 was_reflected = 1; /* skip normal movement calculations */ 724 was_reflected = 1; /* skip normal movement calculations */
803 } 725 }
804 else 726 else
805 { 727 {
806 /* Attack the object. */ 728 /* Attack the object. */
908 * Modified this routine to allow held objects. b.t. */ 830 * Modified this routine to allow held objects. b.t. */
909 831
910void 832void
911change_object (object *op) 833change_object (object *op)
912{ /* Doesn`t handle linked objs yet */ 834{ /* Doesn`t handle linked objs yet */
913 object *tmp, *env, *pl;
914 int i, j; 835 int i, j;
915 836
916 if (op->other_arch == NULL) 837 if (op->other_arch == NULL)
917 { 838 {
918 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name); 839 LOG (llevError, "Change object (%s) without other_arch error.\n", &op->name);
925 if (op->stats.food-- > 0) 846 if (op->stats.food-- > 0)
926 return; 847 return;
927 else 848 else
928 op->stats.food = 1; /* so 1 other_arch is made */ 849 op->stats.food = 1; /* so 1 other_arch is made */
929 } 850 }
851
852 object *pl = op->in_player ();
930 env = op->env; 853 object *env = op->env;
854
931 op->remove (); 855 op->remove ();
932 for (i = 0; i < NROFNEWOBJS (op); i++) 856 for (i = 0; i < NROFNEWOBJS (op); i++)
933 { 857 {
934 tmp = arch_to_object (op->other_arch); 858 object *tmp = arch_to_object (op->other_arch);
859
935 if (op->type == LAMP) 860 if (op->type == LAMP)
936 tmp->stats.food = op->stats.food - 1; 861 tmp->stats.food = op->stats.food - 1;
862
937 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */ 863 tmp->stats.hp = op->stats.hp; /* The only variable it keeps. */
938 if (env) 864 if (env)
939 { 865 {
940 tmp->x = env->x, tmp->y = env->y; 866 tmp->x = env->x, tmp->y = env->y;
941 tmp = insert_ob_in_ob (tmp, env); 867 tmp = insert_ob_in_ob (tmp, env);
868
942 /* If this object is the players inventory, we need to tell the 869 /* If this object is the players inventory, we need to tell the
943 * client of the change. Insert_ob_in_map takes care of the 870 * client of the change. Insert_ob_in_map takes care of the
944 * updating the client, so we don't need to do that below. 871 * updating the client, so we don't need to do that below.
945 */ 872 */
946 if ((pl = is_player_inv (env)) != NULL) 873 if (pl)
947 { 874 {
948 esrv_del_item (pl->contr, op->count); 875 esrv_del_item (pl->contr, op->count);
949 esrv_send_item (pl, tmp); 876 esrv_send_item (pl, tmp);
950 } 877 }
951 } 878 }
975 * there is an old multipart teleporter in which the other parts 902 * there is an old multipart teleporter in which the other parts
976 * have speed, we don't really want to call it twice for the same 903 * have speed, we don't really want to call it twice for the same
977 * function - in fact, as written below, part N would get called 904 * function - in fact, as written below, part N would get called
978 * N times without the speed check. 905 * N times without the speed check.
979 */ 906 */
980 if (op->more && FABS (op->more->speed) < MIN_ACTIVE_SPEED) 907 if (op->more && !op->more->has_active_speed ())
981 move_teleporter (op->more); 908 move_teleporter (op->more);
982 909
983 if (op->head) 910 if (op->head)
984 head = op->head; 911 head = op->head;
985 912
996 if (tmp->type == PLAYER) 923 if (tmp->type == PLAYER)
997 { 924 {
998 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp))) 925 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (tmp)))
999 return; 926 return;
1000 927
1001 enter_exit (tmp, head); 928 tmp->enter_exit (head);
1002 } 929 }
1003 else 930 else
1004 /* Currently only players can transfer maps */ 931 /* Currently only players can transfer maps */
1005 return; 932 return;
1006 } 933 }
1031/* This object will teleport someone to a different map 958/* This object will teleport someone to a different map
1032 and will also apply changes to the player from its inventory. 959 and will also apply changes to the player from its inventory.
1033 This was invented for giving classes, but there's no reason it 960 This was invented for giving classes, but there's no reason it
1034 can't be generalized. 961 can't be generalized.
1035*/ 962*/
1036
1037void 963void
1038move_player_changer (object *op) 964move_player_changer (object *op)
1039{ 965{
1040 object *player; 966 object *player;
1041 object *walk; 967 object *walk;
1042 char c;
1043 968
1044 if (!op->above || !EXIT_PATH (op)) 969 if (!op->above || !EXIT_PATH (op))
1045 return; 970 return;
1046 971
1047 /* This isn't all that great - means that the player_mover 972 /* This isn't all that great - means that the player_mover
1048 * needs to be on top. 973 * needs to be on top.
1049 */ 974 */
1050 if (op->above->type == PLAYER) 975 if (op->above->type == PLAYER)
1051 { 976 {
1052 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player))) 977 if (INVOKE_OBJECT (TRIGGER, op, ARG_OBJECT (player)))
1053 return; 978 return;
979
1054 player = op->above; 980 player = op->above;
1055 981
1056 for (walk = op->inv; walk != NULL; walk = walk->below) 982 for (walk = op->inv; walk; walk = walk->below)
1057 apply_changes_to_player (player, walk); 983 apply_changes_to_player (player, walk);
1058 984
1059 fix_player (player); 985 player->update_stats ();
1060 986
1061 esrv_send_inventory (op->above, op->above); 987 esrv_send_inventory (op->above, op->above);
1062 esrv_update_item (UPD_FACE, op->above, op->above); 988 esrv_update_item (UPD_FACE, op->above, op->above);
1063 989
1064 /* update players death & WoR home-position */ 990 /* update players death & WoR home-position */
1065 sscanf (EXIT_PATH (op), "%c", &c); 991 if (*EXIT_PATH (op) == '/')
1066 if (c == '/')
1067 { 992 {
1068 strcpy (player->contr->savebed_map, EXIT_PATH (op)); 993 player->contr->savebed_map = EXIT_PATH (op);
1069 player->contr->bed_x = EXIT_X (op); 994 player->contr->bed_x = EXIT_X (op);
1070 player->contr->bed_y = EXIT_Y (op); 995 player->contr->bed_y = EXIT_Y (op);
1071 } 996 }
1072 else 997 else
1073 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op)); 998 LOG (llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", &EXIT_PATH (op));
1074 999
1075 enter_exit (op->above, op); 1000 op->above->enter_exit (op);
1076 save_player (player, 1);
1077 } 1001 }
1078} 1002}
1079 1003
1080/* firewalls fire other spells. 1004/* firewalls fire other spells.
1081 * The direction of the wall is stored in op->stats.sp. 1005 * The direction of the wall is stored in op->stats.sp.
1088 1012
1089 if (!op->map) 1013 if (!op->map)
1090 return; /* dm has created a firewall in his inventory */ 1014 return; /* dm has created a firewall in his inventory */
1091 1015
1092 spell = op->inv; 1016 spell = op->inv;
1017
1093 if (!spell || spell->type != SPELL) 1018 if (!spell || spell->type != SPELL)
1094 spell = &op->other_arch->clone; 1019 spell = &op->other_arch->clone;
1020
1095 if (!spell) 1021 if (!spell)
1096 { 1022 {
1097 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, op->map->name, op->x, op->y); 1023 LOG (llevError, "move_firewall: no spell specified (%s, %s, %d, %d)\n", &op->name, &op->map->name, op->x, op->y);
1098 return; 1024 return;
1099 } 1025 }
1100 1026
1101 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL); 1027 cast_spell (op, op, op->stats.sp ? op->stats.sp : rndm (1, 8), spell, NULL);
1102} 1028}
1103
1104 1029
1105/* move_player_mover: this function takes a "player mover" as an 1030/* move_player_mover: this function takes a "player mover" as an
1106 * argument, and performs the function of a player mover, which is: 1031 * argument, and performs the function of a player mover, which is:
1107 * 1032 *
1108 * a player mover finds any players that are sitting on it. It 1033 * a player mover finds any players that are sitting on it. It
1121 1046
1122 /* Determine direction now for random movers so we do the right thing */ 1047 /* Determine direction now for random movers so we do the right thing */
1123 if (!dir) 1048 if (!dir)
1124 dir = rndm (1, 8); 1049 dir = rndm (1, 8);
1125 1050
1126 for (victim = get_map_ob (op->map, op->x, op->y); victim != NULL; victim = victim->above) 1051 for (victim = GET_MAP_OB (op->map, op->x, op->y); victim != NULL; victim = victim->above)
1127 { 1052 {
1128 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) && 1053 if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_WIZPASS) &&
1129 (victim->move_type & op->move_type || !victim->move_type)) 1054 (victim->move_type & op->move_type || !victim->move_type))
1130 { 1055 {
1131 1056
1141 nx = op->x + freearr_x[dir]; 1066 nx = op->x + freearr_x[dir];
1142 ny = op->y + freearr_y[dir]; 1067 ny = op->y + freearr_y[dir];
1143 m = op->map; 1068 m = op->map;
1144 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1069 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1145 { 1070 {
1146 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", m->path, op->x, op->y); 1071 LOG (llevError, "move_player_mover: Trying to push player off the map! map=%s (%d, %d)\n", &m->path, op->x, op->y);
1147 return; 1072 return;
1148 } 1073 }
1149 1074
1150 if (should_director_abort (op, victim)) 1075 if (should_director_abort (op, victim))
1151 return; 1076 return;
1152 1077
1153 for (nextmover = get_map_ob (m, nx, ny); nextmover != NULL; nextmover = nextmover->above) 1078 for (nextmover = GET_MAP_OB (m, nx, ny); nextmover != NULL; nextmover = nextmover->above)
1154 { 1079 {
1155 if (nextmover->type == PLAYERMOVER) 1080 if (nextmover->type == PLAYERMOVER)
1156 nextmover->speed_left = -.99; 1081 nextmover->speed_left = -.99;
1157 if (QUERY_FLAG (nextmover, FLAG_ALIVE)) 1082 if (QUERY_FLAG (nextmover, FLAG_ALIVE))
1158 { 1083 {
1212{ 1137{
1213 object *tmp; 1138 object *tmp;
1214 1139
1215 if (!op->other_arch) 1140 if (!op->other_arch)
1216 { 1141 {
1217 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); 1142 LOG (llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? &op->map->path : "nullmap");
1218 return; 1143 return;
1219 } 1144 }
1220 1145
1221 if (op->above == NULL) 1146 if (op->above == NULL)
1222 return; 1147 return;
1148
1223 for (tmp = op->above; tmp != NULL; tmp = tmp->above) 1149 for (tmp = op->above; tmp; tmp = tmp->above)
1224 { 1150 {
1225 if (strcmp (op->other_arch->name, tmp->arch->name) == 0) 1151 if (op->other_arch->name == tmp->arch->name)
1226 { 1152 {
1227 if (op->level <= 0) 1153 if (op->level <= 0)
1228 tmp->destroy (); 1154 tmp->destroy ();
1229 else 1155 else
1230 { 1156 {
1287 } 1213 }
1288 else 1214 else
1289 { 1215 {
1290 if (creator->other_arch == NULL) 1216 if (creator->other_arch == NULL)
1291 { 1217 {
1292 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", &creator->name, creator->map->path, 1218 LOG (llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n",
1293 creator->x, creator->y); 1219 &creator->name, &creator->map->path, creator->x, creator->y);
1294 return; 1220 return;
1295 } 1221 }
1296 1222
1297 new_ob = object_create_arch (creator->other_arch); 1223 new_ob = object_create_arch (creator->other_arch);
1298 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL); 1224 fix_generated_item (new_ob, creator, 0, 0, GT_MINIMAL);
1321 with a specific code as the slaying field. 1247 with a specific code as the slaying field.
1322 At that time, it writes the contents of its own message 1248 At that time, it writes the contents of its own message
1323 field to the player. The marker will decrement hp to 1249 field to the player. The marker will decrement hp to
1324 0 and then delete itself every time it grants a mark. 1250 0 and then delete itself every time it grants a mark.
1325 unless hp was zero to start with, in which case it is infinite.*/ 1251 unless hp was zero to start with, in which case it is infinite.*/
1326
1327void 1252void
1328move_marker (object *op) 1253move_marker (object *op)
1329{ 1254{
1255 if (object *tmp = op->ms ().player ())
1256 {
1330 object *tmp, *tmp2; 1257 object *tmp2;
1331 1258
1332 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1333 {
1334 if (tmp->type == PLAYER)
1335 { /* we've got someone to MARK */
1336
1337 /* remove an old force with a slaying field == op->name */ 1259 /* remove an old force with a slaying field == op->name */
1338 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1260 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1261 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->name)
1339 { 1262 {
1340 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->name))
1341 break;
1342 }
1343
1344 if (tmp2)
1345 tmp2->destroy (); 1263 tmp2->destroy ();
1264 break;
1265 }
1346 1266
1347 /* cycle through his inventory to look for the MARK we want to 1267 /* cycle through his inventory to look for the MARK we want to
1348 * place 1268 * place
1349 */ 1269 */
1350 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1270 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1351 {
1352 if (tmp2->type == FORCE && tmp2->slaying && !strcmp (tmp2->slaying, op->slaying)) 1271 if (tmp2->type == FORCE && tmp2->slaying && tmp2->slaying == op->slaying)
1353 break; 1272 break;
1354 }
1355 1273
1356 /* if we didn't find our own MARK */ 1274 /* if we didn't find our own MARK */
1357 if (tmp2 == NULL) 1275 if (!tmp2)
1358 { 1276 {
1359 object *force = get_archetype (FORCE_NAME); 1277 object *force = get_archetype (FORCE_NAME);
1360 1278
1361 force->speed = 0;
1362 if (op->stats.food) 1279 if (op->stats.food)
1280 {
1281 force->set_speed (0.01);
1282 force->speed_left = -op->stats.food;
1283 }
1284 else
1285 force->set_speed (0);
1286
1287 /* put in the lock code */
1288 force->slaying = op->slaying;
1289
1290 if (op->lore)
1291 force->lore = op->lore;
1292
1293 insert_ob_in_ob (force, tmp);
1294 if (op->msg)
1295 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1296
1297 if (op->stats.hp > 0)
1298 {
1299 op->stats.hp--;
1300 if (op->stats.hp == 0)
1363 { 1301 {
1364 force->speed = 0.01; 1302 /* marker expires--granted mark number limit */
1365 force->speed_left = -op->stats.food; 1303 op->destroy ();
1304 return;
1366 } 1305 }
1367 update_ob_speed (force);
1368 /* put in the lock code */
1369 force->slaying = op->slaying;
1370
1371 if (op->lore)
1372 force->lore = op->lore;
1373
1374 insert_ob_in_ob (force, tmp);
1375 if (op->msg)
1376 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, tmp, op->msg);
1377
1378 if (op->stats.hp > 0)
1379 {
1380 op->stats.hp--;
1381 if (op->stats.hp == 0)
1382 {
1383 /* marker expires--granted mark number limit */
1384 op->destroy ();
1385 return;
1386 }
1387 } 1306 }
1388 } /* if tmp2 == NULL */ 1307 }
1389 } /* if tmp->type == PLAYER */ 1308 }
1390 } /* For all objects on this space */
1391} 1309}
1392 1310
1393int 1311int
1394process_object (object *op) 1312process_object (object *op)
1395{ 1313{
1428 if (QUERY_FLAG (op, FLAG_APPLIED)) 1346 if (QUERY_FLAG (op, FLAG_APPLIED))
1429 remove_force (op); 1347 remove_force (op);
1430 else 1348 else
1431 { 1349 {
1432 /* IF necessary, delete the item from the players inventory */ 1350 /* IF necessary, delete the item from the players inventory */
1433 object *pl = is_player_inv (op); 1351 object *pl = op->in_player ();
1434 1352
1435 if (pl) 1353 if (pl)
1436 esrv_del_item (pl->contr, op->count); 1354 esrv_del_item (pl->contr, op->count);
1437 1355
1438 op->remove (); 1356 op->remove ();
1479 return 0; 1397 return 0;
1480 1398
1481 case THROWN_OBJ: 1399 case THROWN_OBJ:
1482 case ARROW: 1400 case ARROW:
1483 move_arrow (op); 1401 move_arrow (op);
1484 return 0;
1485
1486 case LIGHTNING: /* It now moves twice as fast */
1487 move_bolt (op);
1488 return 0; 1402 return 0;
1489 1403
1490 case DOOR: 1404 case DOOR:
1491 remove_door (op); 1405 remove_door (op);
1492 return 0; 1406 return 0;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines